I've been learning a lot and trying to make structures similar to these: https://d2ujflorbtfzji.cloudfront.net/package-screenshot/1ec12fd6-f495-4fb3-81f3-701f3e346a10_scaled.jpg However, i'm not sure if they are using texture maps or vertex colors. Which technique would be ideal for games? I've read that not all engines…
I don't know if this is right to ask here, but I can't find a solution anywhere. Could anyone let me know if there is a way In UE4 to vertex paint blend between different materials instead of individual texture channels? I'm using some fairly complicated materials and vertex blending every texture is way too complicated…
Hello. I would like to ask You for Your help. I have a low poly model. I baked it in substance painter 2 and it looked fine but after I imported it to UE4 I realised that I have problem with vertex normals. I tried to triangulizate it or fix them manually but it didn't work. My question is - How can I fix this vertex…
Yeah good point! It wouldn't be too hard to have the script set the normals of the vertex face rather than the vertex normal. That way you would get a split on the border of your face selection if the bordering faces have another vertex face direction. I'll definitely look into it!
Hello, I am wondering if it's possible to export vertex paint data from 3ds max to marmoset? I know it can be done using Polypaint with Zbrush, just wondering if it can be done with the vertex paint modifier in 3ds max too Thanks!
Hey y'all. So I'm working on a piece where I'm using layered textures to vertex paint onto a mesh. Problem is, the vertex painting is not showing up when I render it out. I don't have a ton of experience with maya's renderer or materials for that matter. So wondering if this is even the right way to go about it (as opposed…
Using 3ds max 2011 and I would like to create terrain that I deform and paint vertex color at the same time. Basically, as I create hills I want the vertex color to go from black to white depending on the height of each vert. Found this tutorial (link) that does what I want it to do, but I'm using a custom material at work…
I'm currently experimenting with NPR shading in the style of Guilty Gear Xrd and I have a model I'm trying to adjust the vertex normals on to achieve a good cel-shaded lighting effect, but most software I have has very limited normal editing tools - i.e. 3DS Max's Edit Normals modifier is very basic. What I'd prefer is…
right, basically rebuilt the material from the ground up - rather than using if nodes to compare vertex colours to height maps, now i'm just using vertex colours as the alphas in lerps with a component of the height map in the vertex colours. also added the alpha channel to control the amount of influence the height map…
Essentially I am working on a level where the character burns some bushes etc. I accomplish this by using a transition inside of the material. I need to be able to burn one bush at a time, even if there are multiple bushes with the same material. I cant use a triggered parameter because then it would transition all the…